Malcom from UT

Posted by TankerAce 
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Malcom from UT
December 05, 2007 07:43PM
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This is an Unreal Tournament 'Cross-Over' Character for a Highly Modified version of MSH-RPG.

The status image below suffices for a great deal of game and calculation overhead.





F: AS:55

A: RM:30

S: FN:35

E: IN:40


R: AA:08

I: FR:65

P: IN:40

HEALTH : 160

KARMA : 113


Occupation : Special Ops Military (Marines)

Rank : IN:40

Resources : GR:15

Popularity : AA:08

Resources : GR:15

Appearance : GD:10

Alliance : NEG

Nationality : USA

Residence : Earth

Apparent Age : 35 to 40

True Age : 100 (give or take 25)

Race : African American (Negro / Black)

Gender : Male

Height : 6'1"

Weight : 248 lbs.

Mass : 0 x 1 = 0

Eye Color : Brown

Hair Color : Black (often shaved bald)

Blood Type : +AB

Class : Altered Human - Bionics / Advanced DNA

Type : Warrior

Kind : Elite Soldier

Morality : Good at FR:65

Time Line : 40th Century (4075 AD)

Distinguishing Physical Features:

Malcom looks like a normal human man who is in excellent physical condition. He has an impressive body build that is similar to that of a Professional Entertainment Wrestler. He's yoked and pretty damn big, but not overly muscular. He has countless scares from various battles. Malcom almost always wears his USMC Armored Uniform. He does not wear any other attire, unless he is attending a special ceremony or social function.

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Passive Protection and Effort Enhanced Protection: Armor / Attire / Uniform:

Solid Armor plates are designed of SP:45 Grade polymer plastics and kevlar.

Fabrics and flexible meshes are RM:30 kevlar and similar materials.

The uniform provides IN:40 Base Armor from most conventional attacks and injury. Weak points of the armor should be considered as RM:30.

Although Malcom's head is exposed to the elements he should be considered as wearing a helmet of IM:35 Grade Materials.

Physical Attacks : IN:40

Energy Attacks : IN:40

Force Attacks: IN:40

Heat / Cold Attacks: AS:55


Force Shield:

Malcom's uniform is equipped with an energized Force Shield which form fits over his body and uniform.

This Force Shield renders him an additional 150 points of Armor against almost ALL forms of attacks, but it becomes less effective as the Shield takes hits.

This Shield will decrease in point value until it is depleted by any attacks of AA:08 or greater intensity, and his normal armor is exposed.

The Force Sheild can be reactivated or recharged to full capacity in 1-minute (10 Round) intervals to a 2-minute (20 Round) recharge period.

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FIRE ARMS / GUNS / GUNS / And more GOTTAM GUNS:

Malcom is a Master Marksmen with just about ANY form of firearms, from pepper spray mace to massive shoulder mounted cannons.

His 'Wisdom' and Intellect and Ability should be considered as MN:80 - Monstrous for any form of hand gun he may come across.

Effort FEAT is made on the MN:80 Rank. His Actual ability is on RM:30 due to his Primary 'Agility'. However he has many enhancements of Bionics, Reflexes, Experience, Technology, and Training which render him with so many +SCS that it's simply MN:80 - Monstrous. Plus, many of his shooting weapons can be used on his 'Fighting' Rank.

GUN RACK:

Malcom's Uniform allows him to 'Replicate' or 'Summon' various artificial technologies by scanning the molecular structure of the item with touch contact. Once the devise is scanned he can Summon that weapon, tool, or other various technology at a later time.

This scan is a Yellow FEAT of MN:80 - Monstrous with touch contact. He can only scan artificial items, which have less mass than his own body. This allows him to carry and use tons upon tons of gadgets and tools as Digital Data, rather than physical mass.

When he needs to 'Summon' a weapon or tool his Uniform will use surrounding molecular mass to 'build' the item. This 'Summoning' is used with a Green Psyche FEAT of IN:40.

If Malcom drops his tool or weapon it will stay materialized for 30 seconds (5 Rounds) before harmlessly dematerializing on a molecular level.

He can 'Summon' a weapon or tool into permanent stasis, but this takes a full 10 minutes (1000 rounds) of molecular building and uses all his Karma. He has about 100 various tools and weapons, which are considered 'permanent', but he can only use 1 tool or weapon at a time. The list below describes some of his inventory, which is 'permanent'.





Double Pistols / Auto Magnums.

Malcom uses about 5 distinct types of hand Pistols; ranging from various calibers to revolvers and top slide type handguns. In almost any situation he will opt to use 2 at the same time; one in each hand without penalty.

Damage for a single bullet: EX:20 to RM:30

Accurate Combat Range: 300 to 500 feet (15 to 25 Areas)

Rate of Fire per Game Round: 5 to 10 bullets per Game Round. (20 X 5 = 100 points of Damage)

Piercing Level: RM:30 - Remarkable. This is usually not accumulative Armor Piercing.

Ammo Reserves: 200 Bullets.

Special Enhancement of the Double Pistols / Auto Magnums: The various pistols that Malcom uses suit well for close quarters infiltration since the weapons are small. Malcom can use the pistols 'Gangsta' style [-2SCS] to put twice the ammo down range so he can shoot 10 to 15 bullets at a single target, with each bullet inflicting EX:20 to RM:30 damage.





Flack Cannon.

Malcom uses the traditional UT Flack Cannon, which basically combines a Shot-Gun and Impact Grenade Launcher. This weapon can be modified to fire faster and with more damage depending upon explosive compounds. But for the MSH-RPG the 'Standard' UT Flack Cannon is used.

Damage for a single bullet: IN:40 - Incredible. MN:80 - Monstrous within 10 feet (1/2 an Area)

Accurate Combat Range: 75 to 100 feet (3 ½ to 5 Areas)

Rate of Fire per Game Round: 2 Bullets per Game Round (2 X 40 = 80 points of Damage)

Piercing Level: AM:50 - Amazing. This is usually not accumulative Armor Piercing.

Ammo Reserves: 50 Bullets.

Special Enhancements of the Flack Cannon: This is a short-range weapon that packs quite a bit of punch. The Firing Rate is a little slow compared to other weapons but given its brute power it works well. This Weapon will also suffice as a Melee Combat Weapon. It fires shrapnel based explosive bullets in either a scatter shot pattern or impact grenade. The Scatter Shot pattern can blanket a 10 foot wide space; Making it difficult to 'dodge'. This results in a [-1SCS] to the opponent getting shot at. A common 'Flack-Combo' is firing the scatter shot at a target to briefly distract the enemy, then drop an impact grenade on their nugget (head). To shot at separate targets in the same game round will be [-3SCS] to Malcom.





Shock Rifle.

Malcom's (Blue) Shock Rifle fires a high-energy plasma blast in 2 manners; a fast trajectory plasma beam or a slower trajectory condensed plasma ball. This weapon can be modified to fire faster and with more damage depending upon its energized plasma ammo. But for the MSH-RPG the 'Standard' UT Shock Rifle is used.

Damage for a single bullet: RM:30 - Remarkable. The Shock Combo is GL:125 - God Like.

Accurate Combat Range: 200 to 400 feet (10 to 20 Areas)

Rate of Fire per Game Round: 2 Bullets per Game Round (2 X 30 = 60 points of Damage)

Piercing Level: AM:50 - Amazing. This is usually not accumulative Armor Piercing.

Ammo Reserves: 50 Bullets.

Special Enhancements of the (Blue) Shock Rifle:
This is a medium-range weapon that packs only a little bit of punch, until it is used with its 'Shock Combo'. The big hit bonus with this weapon is to shoot the plasma Ball out, then shoot the plasma Laser to HIT the first bullet fired, which was the plasma Ball. This will ignite the 2 bullets into a very powerful and condensed energy explosion of GL:125 - God Like intensity that will level a 10 x 10 x 10 foot space (1/2 an Area Globe). However, this is a very difficult stunt to execute and it reduces Malcom's MN:80 - Monstrous gun slinging skill to the IN:40 - Incredible level. Also, 4 bullets are drained from the gun even though only 2 were fired. This weapon can also be used as a Melee Weapon by sustaining the plasma beam to be used similar to a 'Light Saber' or RM:30 - Remarkable damage with SN:60 - Sensational armor piercing.





Gatlon Gun or (Plazma Pulse Cannon).

Malcom's Gatlon Gun is a very commonly used weapon due to its sheer ease of aiming and simple brute rapid-fire. The weapon fires a string of metal compound bullets that are just inches behind the last bullet fired. It allows Malcom to 'Spray Bullets' as easily has aiming a garden hose. Due to the constant flow of bullets aiming and precise adjustments can be made 'off the hip' almost instantly. Like the other weapons, the Gatlon Gun can be modified to fire explosive bullets or caseless plasma bullets. It also fires in 2 patterns; The first pattern is for accurate long range shooting, but at less impact. The second is for medium and close range targets, with increased impact.

Damage for a single bullet: EX:20 to RM:30

Accurate Combat Range: 500 to 700 feet (25 to 35 Areas)

Rate of Fire per Game Round: 10 to 20 Bullets per Round (10 X 30 = 300 points of Damage)

Piercing Level: RM:30 - Remarkable. This IS usually accumulative Armor Piercing.

Ammo Reserves: 500 Bullets.

Special Enhancements of the Gatlon Gun:

This weapon is one of the more brutal weapons in Malcom's arsenal. It is a simple straight line of sight hitting weapon in which the trajectory bullets hit the target with an almost instant hit muzzle velocity. Due to the Gatlon Gun's barrels getting hot, the barrels are mounted on a rotary spindle at the firing block to keep them cool enough to maintain their shape. However, the barrels are actually hot enough to give a GD:10 - Good skillet scorch of Heat. This weapon can inflict a great deal of damage, and can even be used as a crude saw or cutting tool. Damage is fluctuating and is dependent upon how many bullets Malcom lands on his target.

WHITE: Total Miss, Malcom will normally only waste about 10 to 20 bullets on a total miss.

BLUE: EX:20 or RM:30 Damage Bullets at 5 hits (20 X 5 = 100 or 30 X 5 = 150)

GREEN: EX:20 or RM:30 Damage Bullets at 8 hits (20 X 8 = 160 or 30 X 5 = 240)

YELLOW: EX:20 or RM:30 Damage Bullets at 10 hits (20 X 10 = 200 or 30 X 10 = 300)

ORANGE: EX:20 or RM:30 Damage Bullets at 15 hits (20 X 15 = 300 or 30 X 15 = 450)

RED: EX:20 or RM:30 Damage Bullets at 20 hits (20 X 20 = 400 or 30 X 20 = 600)





Razor Disc Gun.

Malcom's Razor Disc Gun is a specialty weapon that fires a circular disc with a razor's honed edge. However, the nasty part about the shot disc is that it can be fired to either bounce around corners or hit with an explosive charge. The gun by itself can be used as a melee weapon, such as a sword. Basically, the gun is a 3-foot long metal broad sword blade with a channel milled along the its length. The Blade is magnetically charged to render a crude 'Rail Gun' to launch the razor discs with magnetic propulsion. This weapon can be used with some very tactical advantages, such as 'Sticky Bombs' and 'Rebounding Shots'

Damage for a single Disc: IN:40 for either edged damage or the explosive charge.

Accurate Combat Range: 500 to 700 feet (25 to 35 Areas)

Rate of Fire per Game Round: 2 Bullets per Game Round (2 X 40 = 80 points of Damage)

Piercing Level: AM:50 - Amazing. This is not usually accumulative Armor Piercing.

Ammo Reserves: 100 Bullets.

Special Enhancements of the Razor Gun: This weapon is a very tactical weapon since it can be used as Melee weapon, and set explosive charges, and successfully bounce blades around corners to hit concealed targets. The disc blades themselves can be used like knives, tools, or throwing weapons as well. What it lacks in brute firepower is compensated with its tactical versatility.





Rocket Launcher.

Malcom's Rocket Launcher is a powerful weapon since it combines tactical versatility with simple brute power. The Rocket Launcher fires miniature missals in an assortment of patterns. Malcom can shoot the missals 1 at a time, or he can bundle up missals to launch in a cluster, or the missals can be adjusted as 'Seeker' missals; The missals can even be launched without self propellant so they can be used as grenades. As well the Rocket Launcher is possibility the most tinkered with weapon so it has even more functions. The Rocket Launcher does have its limitations though; It is not a good weapon for close quarters battle and even though the missals are fast they tend to be easy to evade and avoid since they rely on a lot of computerized technology.

Damage for a single Missile: SN:60 - Sensational for either a missal or an explosive grenade.

Accurate Combat Range: 700 to 1000 feet (35 to 50 Areas)

Rate of Fire per Game Round: 2 Missiles per Game Round (2 X 60 = 120 points of Damage)

Piercing Level: AM:50 - Amazing. This is not usually accumulative Armor Piercing.
Ammo Reserves: 50 Missiles.

Special Enhancements of the Rocket Launcher: The most used enhancement is the Rocket Launcher's ability to bundle or cluster missals for a multiple missal attack in a single strike. To bundle the missals Malcom simply holds down the trigger. 2 Missals will be clustered per Game Round up to a maximum cluster of 6 total missals. When the trigger is released all the missals are released at once in a random flight pattern to detonate on a 20-foot (1 Area) wide space with compiled damage. The Rocket Launcher can also 'home-in' on targets so that mobile targets can be chased down even through complex maneuvers. Setting the Rocket Launcher for 'homing-in' requires that Malcom keeps his target in his line of sight for at least 1 Full Game Round, then he can fire seeker missals. Homing missals can track a target for 3 Game Rounds, until fuel is depleted. The last major function of the Rocket Launcher is its ability to fire missals in a specific flight pattern or formation, such as a tightly nit bundle or a circular formation. The grenade function is a missal that is tossed without the self-propelling rocket engine. These grenades can be set as impact explosives or be set with a time delay fuse of 10 minutes or less.





Sniper Rifle or Rail Gun.

Malcom's Sniper Rifle is a fairly simple weapon, but it serves well. It fires caseless 50 Caliber Metal or Polyurethane bullets at near light speed velocities. Damage of the weapon is meager compared to the others in Malcom's inventory. But with its armor piercing properties it will score KILL results with a 1st column BLUE since it can impale (and sometimes decapitate the target). Like the other weapons, the Sniper Rifle can be augmented with explosive bullets or plasma energy based bullets.

Damage for a single Bullet: EX:20 - Excellent.

Accurate Combat Range: 1000 to 1500 feet (50 to 75 Areas)

Rate of Fire per Game Round: 2 bullets per Round 'off the Hip' (2 X 20 = 40 points of Damage)

Piercing Level: SZ:500 - Shift Z. This IS usually accumulative Armor Piercing.

Ammo Reserves: 50 Bullets.

Special Enhancements of the Sniper Rifle or Rail Gun: This weapon is designed for long range gunnery, but it can suffice for medium, and even close range gunnery if fired 'Off The Hip'. Malcom can use the sight scope to 'Zoom-In' and see accurately at long distances with this weapon. Malcom can 'Zoom-In' and Fire once per game Round but Malcom will get [+3SCS] to shoot precisely at very small targets, such as a hitting a common insect at 500 yards away.





Goo Cannon.

This gun is a 'Booby Trap' weapon that lobs large chunks of sticky Gelatin Goo, which can be charged with virtually any 'Toxic' or damaging compound in the Goo. Acid or Toxic poisons are the most used compounds used in the Gelatin Goo. The Gelatin Goo will also stick and adhere to virtually any texture surface as well. Common Gelatin Goo charges are; Acid, Toxic, Poison, Neural Stun, Electricity, Heat, Cold, Pepper Spray, CS choking gas, and Explosives. Other charges can be used. This weapon can be fired in 3 basic patterns; Lobbed, a BIG Goo, and a fast liquid spray similar to a garden hose.

Damage for a single Hit: MN:80. Chemical compound charges are MN:80 - Monstrous

Accurate Combat Range: 10 to 40 feet (1/2 to 2 Areas)

Rate of Fire per Game Round: 3 shots per Game Round.

Piercing Level: SV:70 - Savage. This is not usually accumulative Armor Piercing.

Ammo Reserves: 50 Bullets.

Special Enhancements of the Goo Cannon. The Goo Cannon's firing patterns are its most tactical property. Under normal firing Malcom can toss up to 3 soft ball sized globs of goo per game round within a 1 area spread. Each Glob has a MN:80 - Monstrous intensity charge, or if the Goo is neutral it can be used as 'Glue' which can detain a target for at least 30 seconds (5 Game Rounds) before it loses its adhesive properties. Malcom can also bundle up a Large Goo Shot to a maximum size roughly about the size of a normal beach ball. He can bundle this Goo in 1 Game Round and fire the in the next Game Round. This Big Goo is 3 times more potent and intense at SY:200 - Shift Y; but it will only last for 2 game rounds. The Spray mode is the least intense at IN:40 - Incredible, but last up to 10 games rounds (1 minute).





Molecular Disintegration Rifle. (Insta Gib)

This gun is possibly the most lethal weapon in Malcom's permanent inventory. It disintegrates physical mass and matter on the molecular level. Due to its sheer destructive potential it will score KILL results to any target because a general body hit will remove layers of the victim's mass on a molecular level. The weapon has a slow rate of rapid fire, but the projected beam travels at near light speed velocity once out of the muzzle.

Damage for a single Hit is calculated by a secondary Damage Feat Roll: Standard Damage is considered as C1K:1000 - Class 1000 because it simply disintegrates 1000 points of mass or matter on a single hit. However, the Blast Zone or Area of Destruction is about RM:30 - Remarkable since it only leaves a hole about 1 foot in diameter.

Special Notes to Players and Game Judges; This weapon is frequently used in Standard Unreal Tournament Bouts since combatants can Re-Spawn with out true DEATH. But in a normal environment the Game Judge holds a 3 to 1 vote priority to even allow usage of this weapon.

WHITE: Full miss

BLUE: Disintegrate 200 Points of Mass (SY:200 - Shift Y Damage)

GREEN: Disintegrate 400 Points of Mass (SZ:350 - Shift Z Damage)

YELLOW: Disintegrate 600 Points of Mass (SZ:500 - Shift Z Damage)

ORANGE: Disintegrate 800 Points of Mass (SZ:500 - Shift Z Damage)

RED: Disintegrate 1000 Points of Mass (C1K:1000 Damage)

Accurate Combat Range: 200 to 400 feet (10 to 20 Areas)

Rate of Fire per Game Round: 1 shot per Game Round. Due to a split second laser lag Malcom will have a penalty of [-2SCS] upon shooting at a target that is aware of him shooting at the target and the target has a reasonable means of evasion or escape from the beam.

The Disintegration beam can be reduced to half its power with an Energy or 'Magic' based shield, barrier, or equivalent weapon; such as a Star Wars light saber... However, that Energy or Magic based tool will collapse and have to be restarted.

The Disintegration Beam cannot be bounced back since it is basically Anti-Energy.

Piercing Level: Equal to secondary damage Feat Roll.

Ammo Reserves: Infinite.

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Talents :

Fire Arms | Martial Arts ABDE | Leadership | Computers | Hunting | Space Travel | Resist Domination | Demolitions | Infantry Combat | Navigation | Arial Combat | Tumbling | Iron Will | Bionics | Infiltration | Tank Combat | Sword Fighting | Stealth(Expert) | Crisis Management | Space Survival | Jungle Survival | Desert Survival | Arctic Survival | Ocean Survival | Tracking
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